GameDev48
Quicksum: RIT48 for game design.
Competition for the best original game. Board/card/video/what have you.
All game assets must be generated during the competition. No pre-made rules/art/music/code/design documents. New ideas welcome.
All material produced and design ideas are property of the teams that originated them.
Alternatively, all material could be made property of the GameDev48 group for legal protection, with a contract that Gamedev couldn't resell/or otherwise screw over the originating team.
One day prior large mixer, allow people with different backgrounds and general ideas to meet/talk/form alliances, gauge competition.
Writers, music people, designers, players, noobs, programmers, what have you.
On competition day second mixer for the announcement/creation of teams. After a couple hours, announcer says go.
From that point all teams have 48 hours to design a game, write the rules, build the prototype(s)/code the game, create a presentation, and have a final product. Component pieces such as chess boards or left over units will be provided by the competition staff, as will printers for original card designs/art/etc.
By the 40th hour or so, all rules sheets/whitepapers/names/presentation power points/what have you need to be submitted for the judges to begin reviewing in preparation for presentations.
At the 48th hour, each group presents the details of their game to a crowd including its unique selling point, original mechanics, and general rules.
After presentations are finished, the judges roam between the teams playing each of the games, commentating as they see fit. When judges aren't at any particular booth members of the public are invited to play as well.
Afterwards judges will retire for an hour or two to compare notes, evaluate their experiences. While this is going teams may take a break or continue to play the game with the public. Then an announcement ceremony for the victors and runner ups.
Judges will provide critical feedback about their experiences, and (though this part is separated from their judge review) provide insights or design recommendations. Judging will be on the following merits:
- Ease of play (learning curve. Is there a crazy ton of rules to memorize? Is the game intuitive?),
- presentation (are the pieces a bland collection of stock pawns, is it visually pleasing/artistic?),
- cleverness (How original are the concepts in the game? Does it turn a genre on its head? Is it a one off rules change from something that already exists?),
- Depth (is the game so simple that it'd get boring? Does it lend itself towards grand strategy? Is it a different game every time?)
- and above all fun.
Some games are easy to pick up and play and are extraordinarily simple, but don't offer much in strategic depth or grow old quick. Others are a chess masters wet dream, but require a bevy of rules and understanding of a hundred unit's individual abilities and actions that would take weeks of studying to play competently. Some games are totally original, but one trick ponies. Yet others are heavily derived, but have a single rule change that makes the game incredibly fun. And as always games need to bring you into a new world, and set the tone of play with art, or cause rules to be more intuitive through intelligent visual design. On the other hand, everything on display will be a rushed prototype, and may not have a full coat of polish before time is up. Separating these judging categories gives leeway to assess games by their merit even if coming up short in some regards.
Sponsors:
GameScape/game store host: The event would need to be held by (a) game store(s) or university campus/club. The idea is to bring in young/energetic/creative people with a passion for games, and there needs to be a centralized place for them to meet and work.
It is in the stores interest because it acts as marketing. Self branding as creative/startup backing/exciting. Brings game-interested audience to the store. recognition. Also, the store could charge (at discount) for component pieces used by the competing teams during development.
Redbull/Monster/etc: product placement. Energy Drinks would be freely distributed to teams for all-nighters during development. These will be hyped up excited people working for hours who will come to appreciate and remember the brand that got them through it
Box/Dropbox/Github: We'll need a collaboration tool for each team to share documents/art/work. Product placement sponsorship
Hasbro/Milton Bradly/Games Workshop/etc.: Chance to showcase and support innovation and a new generation of games. Their name on all relevant Gamedev48 material. Also, if they wanted to send recruiters or judges that would be fantastic for them and for us. They show active participation, we get talent. They might also be interested in sending collections of overstock/unused/unpackaged game bits and bobs such as tokens/miniatures/boards/cards as creative or source material for the competition. Cash prize donations would also be nice.
City council: This is a large competition about driving inspiration and creativity, that could easily lead to new San Rafael based entrepreneurship. Backing us would not only be a big PR move from the stand point of creating an exciting event exclusive to the city, but would also be in line with supporting entrepreneurship.
Individual Donations: never underestimate the power and availability of single people with deep pockets looking to do something fun and interesting with it. A nice donation in exchange for name credit or other interests is something worth pursuing in general. A local Kickstarter campaign is also an option. That would double as good early stage marketing. "GameDev is coming."
Computer/gaming/any company that wants to add into the prize pool.: Any group that wants to give away a cool computer to first prize winners, or free coffee to follow ups, or what have you can pay a bit of sponsorship money and get some attention.
Issues:
How do I get paid for my time and work?
- Hypothetically, I wouldn't. At least not at first. I work at no salary to form a company around the first event, then attempt to maintain contacts and relations with sponsors to set up other similar events in different locations. Once I have the partnerships and event organization down, I can sell the whole process as a package to schools/incubators/groups all over the world.
- I could run gamedev48 as a sole proprietorship where the company balance that receives sponsorship money/partner/entrance fee and pays out expenses is my personal bank account. I assume all the risk of there being more expense than income, but whatever left over, if any, is mine personally.
- I could try to sell the business concept to hasbro/milton/video game company as a local recruitment tool and tactical marketing campaign. Don't own the company but make a salary.
This isn't college. People can't just sit in a room for 48 hours jazzed on drinks. Families/business/work/responsibility.
- Hold friday-sunday as a weekend affair.
- Make sure to get dropbox/box/github for each group, so they can work remotely if needed.
- Gamers and game designers who are passionate are the type of people who would go nuts for a day or two.
- Allow people to come and go as needed, get work done out of the workspace/at home. Request that all game components/materials be kept in the office for protection/IP protection.
- Can work/buy items at local shops/etc. but DO NOT order full sets of nice things off amazon, or download pre-made super nice art, or go to a machine shop and tool out super crafted board elements. The spirit of the competition is in bare bones game design.